Thanks! :)
Jorava
Creator of
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Impressive work for a one-day project! Would like to see how many of each employee I have, and the ability to hire people to sell the projects for me. The UI was a bit wonky (texts not staying in their boxes, and some of the right side text went below the "Hiring" and "Code" buttons. Going full screen fixed it though.
Now that's just freaking adorable! If you keep working on it, would like to see little "quality-of-life" stuff, like a clear indicator of the effectiveness of clicking (like a number rising from the raccoon every click), and the old console texts to remain somewhere after new one replaces them. Having the raccoon react to you're clicking would be cute, too!
Pretty good for a first game! The movement works well. Since you asked for constructive criticism, though, here are the two biggest problems I found:
1. The hitboxes/colliders are way too large. I could clearly see I didn't touch the enemies when I died, and I didn't touch the flag when I won the level. Usually in good platformers, the hitboxes are a bit smaller than the sprites, so there's no doubt the player hit the object.
2. Having to restart the game all over and redo easy levels just to get back to the harder level causes needless frustration. I'd rather just start at the beginning of each level when I die.
There's also a lot of little things that would improve the game, but those two are the most important in my opinion. Good luck with your future games! :)
Hey this was really good! Reminded me a bit of "Enter the Gungeon". I actually played through the game with all 4 characters. Pyramidhead gave me the most trouble, was hard to get the rhythm right with him, and dodging his "bullets" by going between them seemed close to impossible. Also I'm surprised how you managed to recreate the creepiness of the last boss using pixel art.
For constructive criticism, all I can think of is letting player move at slower pace when shooting/reloading instead of stopping outright, and have the fourth character's melee do more damage, it seemed weaker than his safer shotgun.
Very nice, dark atmosphere! I didn't have any idea what I was doing though, just running from one place to another, picking up random stuff. Didn't encounter any enemies either. I'm guessing the bark, bones, logs etc. are going to be used in crafting in the bigger version? The stamina system seems weird - at first I never ran out of it, then I'd lose it with just a few seconds of running and only recovered a little bit.
One thing I'd recommend working on is teaching the mechanics, because the player is bound to forget a lot of stuff when they're given a huge info dump at the beginning (I only remembered there was a "rest" button after I quit the game and started writing this feedback). The game does have a pretty solid foundation though, and you clearly have a lot of ambition. Good luck with further development
I like the concept and the "Zerg" feeling in the graphics and audio! No idea how you're supposed to win - the enemy is able to spawn troops much faster than me, and if I lose my last lord mind my queen stops spawning eggs. I guess you just have to build your army really slow and let the enemy waste troops attacking? Nice feel to the game though!
The pixel art was really nice and I liked the puzzle ideas! I would've liked to have a final mini game where you glue the vase together. The jumping felt odd, sometimes the character refused to jump high enough. He also tended to get stuck in colliders often. Also, could've used more feedback, like a sound and effect when you picked up an item, and some kind of effect on death instead of immediately teleporting to the beginning.
I liked how you could choose different strategies with the slimes, and how they got bigger when you joined 3 together. I wish getting 3 big slimes would've made an even bigger slime, maybe a red slime to blast quarter of the map and a purple one that shoots in every direction. Ability to improve the their firerate would've been nice, too.
Well that was trippy! Not sure I understood much of the story or the characters, but the music and background videos were interesting. The "type to attack" mechanic was fun, but you had to be really fast to not get double letters. Also, the ability to use different onomatopoeias would've been interesting, maybe have them behave in different ways.
Well, that was enjoyable, but couldn't beat it. It would be great if I could somehow know whether or not it's a good idea to evict previous tenants for the new one (there weren't any stats for the old tenants as far as I could tell). The repair mechanic seemed unnecessary. Could use faster information, like color-coded stats ("high" green, "medium" blue, for example). The game looks good and plays well though, and is fun, and building your own isometric engine is damn impressive.
Well that was fun! Some of the dialogue and choices made me chuckle. Played a couple of times to see more of the dialogue. Art and audio supported the game very well. I wish the buttons couldn't be clicked outside of their visible bodies, because I was clicking already-seen dialogue to get to the options, and it picked the option even though my cursor was way to the right from the button.